test( "Conflicted Input Test", function() {
	var keyState = new KeyState();
	keyState.A_Pressed = true;
	keyState.S_Pressed = true;
	var inputCommands = new InputCommands();
	inputCommands.Update(keyState); 

	strictEqual(inputCommands.Commands.indexOf(InputCommands.prototype.RotateClockwise) , -1);
	strictEqual(inputCommands.Commands.indexOf(InputCommands.prototype.RotateCounterClockwise) , -1);
});

test( "What if User is presses all of the non-rotation keys test", function() {
	var keyState = new KeyState();
	keyState.Space_Pressed = true;
	keyState.K_Pressed = true;
	keyState.L_Pressed = true;

	var inputCommands = new InputCommands();
	inputCommands.Update(keyState); 

	ok(inputCommands.Commands.indexOf(InputCommands.prototype.Thrust) != -1);
	ok(inputCommands.Commands.indexOf(InputCommands.prototype.Shoot) != -1);
	ok(inputCommands.Commands.indexOf(InputCommands.prototype.Shield) != -1);
});

test( "If User stops pressing keys will Commands array get cleared test", function() {
	var inputCommands = new InputCommands();
	inputCommands.Commands = [
								InputCommands.prototype.RotateClockwise,
								InputCommands.prototype.Thrust,
								InputCommands.prototype.Shoot,
								InputCommands.prototype.Shield
							 ];
	var keyState = new KeyState();	//no keys are pressed in new KeyState objects
	inputCommands.Update(keyState); 

	strictEqual(inputCommands.Commands.length , 0);
});
